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Found 41868 results

  1. M00nfly

    Night is now HORRIBLE!!!!!

    Good luck with torches, it's basically a bullseye for anyone nearby. It was about right for me before, dark but not so dark you couldn't operate. Now when night falls all I can see if a reflection of my room and I basically just put the controller down till daylight. Currently, it's utterly pointless and I struggle to understand why devs thought making this change was a greater priority than fixing actual bugs like dupers or all the issues with the vehicles.
  2. M00nfly

    WARNING OLGA

    How are people even getting vehicles. I've only ever seen two and finding all the repair items has so far been impossible.
  3. I’m incredibly disappointed with how the game development has transpired over the past year or so. The devs want us to believe they are doing their best and that they listen to us ; this was true years ago but we know things are different now because we aren’t stupid and we know how to compare apples with oranges , they are just good at damage control and some of us mistake that for them “listening to us and doing their best” . These are not the same things . I wouldnt give yourself credit yet devs , the small increase of 1.5k new players pales in comparison to the MILLIONS that bought into this idea and supported it for years, and even the tens of thousands that we have had at peak at one time , or the expected number of at least a little bit more than the peak players seeing as we are at “1.0” status . Why arent tens of thousands of people playing this game like they once were , it’s better isn’t it ? Dayz has the potential- but not the meat (features) that it’s supposed to ... and why haven’t we topped the 45 k peak that happened so long ago if the game has improved greatly ? Because it’s only been improved in the smallest of ways that’s why , and then those achievements are being inflated as if it’s a milestone like when we first got vehicles or when the new engine was 100% complete and enabled (wasn’t that a year ago or more now ?). Until we get helicopters , soft skills fully developed , zombie hordes and properly implemented barricading (should have been done before base building tbh), I feel like this game will have no purpose other than for new people to come Into the scene and see how tense and amazing dayzs pvp is , and then unfortunately get burnt out when you realize that’s all there is. In fact , the only reason why I log on for an hour every week or so is because I think of the literal thousands of hours I have and how all of those hours were chasing amazing pvp battles and scenarios meeting strangers, and I want that again but can’t stay on long enough for it now ... running around for hours biding our time with pvp and player encounters all in the hopes that one day dayz would be more than that - but alas , years later it’s still just chasing a dream. Ultimately, that’s why you see a large jump in numbers , it has everything to do with new pc / Xbox players finding the game for the first time and social media communities seeing the pvp and player encounters for the first time, and it has nothing to do with the great work devs have put in over the past few months because truthfully the work has been far and few between and mainly focused on the Xbox version , which I can’t stress enough is the exact opposite of what the devs intended years ago ; pc was supposed to be priority until it was fully developed , but It’s not and was quickly put in parity with the Xbox version for these desperate number pulls for 2018/19 holidays . Please devs earn our trust and respect back we gave you our money years ago and continue to give you our time and attention even though you’ve jaded us and backstabbed us , reneging many great statements or promises you’ve made. List of renegs for historical purposes : 1) stated they wouldn’t work on Xbox version too much until pc version is complete , although this was thrown out the window more than a year ago now to bring parity to Xbox version so their plans of selling dayz 1.0 on Pc and Xbox for Xmas 2018 and New Years 2019 respectively would fall into place silently . 2) the beta was ended too quickly for “unknown” or poorly explained reasons , although after being explained #1 above we can clearly see it was aligned with their business plan to sell more units 3) features like helicopters , advanced medical system , soft skills , zombie hordes and barricading (arguably main selling points that got many of us to buy the alpha in December of 2013) on every roadmap to be released before 1.0 but then on the last few roadmaps before that pushing it off until after 1.0 which we’re now almost 6 months into . No sign of these features yet and no word from devs when we can expect them . 4) The enfusion engine ; you said it was going to be made for dayz , you said it would be the best decision for dayz even though it would set us back another 2 years , and that dayz could run smoothly with faster patching when the engine was in... so why now , have we been sitting here for 5 months after 1.0 struggling to get the engine to work with what little we have in game compared to what should be ? I thought alpha was for adding new features , and beta for fixing those features ? Why then, are we sitting here for 5 months AFTER 1.0 RELEASE fixing the Xbox version while the pc version sees nothing but more minute fixes to problems you guys created due to such a short beta ? Maybe you oversold the power of this new engine to create hype in a game you weren’t even sure would work with the engine , or possibly overenthused us on the competence of your team to work with this “better” engine ? Is this engine even better or did you painstakingly create it solely for the future of Bohemia games , even at the expense of thousands of dedicated testers hungry for just one game to be completed and work properly (dayz)? Hopefully we get where we are supposed to be before 2019 ends with all the features I mentioned above in at least semi working form, but to be honest unless the devs are cooking up a mega patch while being super silent then I don’t know if I can be hopeful for this year being the “year of dayz” - more like the year of many fixes for Xbox... man I remember playing dayz mod and getting the best feels due to base building and helicopters working well - lets get that for dayz SA please .
  4. I am happy that most or at least more than half of my DayZ hours have been made pre 0.60, maybe pre 0.59. It was certainly by many many things worse than it is now, but man there was a game, essentials just worked. I feel like launching DayZ again today. Just usual try to seek fun in it, just like I remember having in 0.5x, just running out alone and eventually running in some business (friendly, or not) in a hour or less. Usually it would have been less than hour to get things going if you knew where are hotspots around the coast. I will almost certainly fail at it. Right now and for quite a long time DayZ got to be in such way that you are always in rush for something, you travel, you loot, and everyone does this. Everyone runs deep inlands and keeps on moving and very carefully, but also fast. Some people told that this way the game is in slower pace and more realistic, but it is only true because you die of boredom in such way, and that takes a slow time. True slow pace is taking quite a bit of time at the coast and having some fun there, instead of diving straight into inland immediately, yes you meet people faster, and probably die faster, but you move slower and it makes more sense. Soon after 1.0 release I spent 1hour in Electro and saw nobody. Will try this again today. By the way where is Namalsk ? Being 1/4 of a size I suppose it will bring much more interactions, however it will probably be majorly pvp (though probably could be controled by loot specifics). I wonder if DayZ developers would do something to make Namalsk as sparse and as uneventful as Chernarus is now. I could suggest how this could be achieved. How to make namalsk feel dead, empty, uneventful and boring in nine steps: Less than 20 players max. Points of interest positioned in such way that people are least likely to meet. Spawning is designed in such way that people are least likely to meet. Loot is very rare, so players always run in search for loot, but not in search of other people, and when they see another people they run away or KOS. No vehicles, not even bicycles, because you don't want players to be more mobile and reach the hotspots in higher frequencies. Player voice has to be made to be audible in extremely low distance, so it would help not to detect or be detected by anyone. Shots to be audible in very little distances. Corpses and everything to despawn immediately, because you don't want another players to find clues about any recent activity. Very low player rendering distances, will simply help to stay alone. No zombies, no wolves, no bears, no heli crash sites (or rendering from very low distance and lasting very short time)... nothing else, nothing to add up to dynamics.
  5. Marvel_Ham

    Things I'd like to see added/changed/removed.....

    • pistolwhip /gunpunch: going into melee after a gun is empty/jammed • kicking: same as above as another alternative • drive-by shooting from vehicles • stone throwing: been mentioned before, a way to cause distraction or injury • writing on papers + pen: an in-game way to leave notes • watches: can be set to major city clocks, include a battery • "Play Dead" emote: better than lying down and can be a life-saver
  6. Marvel_Ham

    Anyone having ambient audio issues?

    Yeah, but it can negate ambient sounds like rain and shivering: leading to hypothermia and such. Another problem is silent vehicles, with the same pros & cons.
  7. ImpulZ

    Xbox changelog

    25/04/2019 ADDED Added: OLGA 24 with attachments Added: LAR with attachments Added: M70 Tundra Added: .308 WIN ammunition Added: Assault vest Added: Utility buttpack Added: Plate carrier holster and pouches Added: Mini red dot and RVN sights Added: Mini red dot sights now compatible with CR-75 and BK-133 as well Added: Functional back iron sights on ATOG optics Added: Precise weapon lifting by weapon length Added: HUD noise indicator Added: Ability to one hit kill infected from behind with selected items Added: Particle effects visible on the inventory player character Added: Inventory character has items in hands Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source) Added: Mosin 91/30 compensator Added: Independent firearm zeroing for iron sights and scopes Added: Hand cramp for brain disease Added: Injury animation is visible in inventory view Added: Footsteps sounds for movement inside tents Added: Footsteps scuff sounds for grass surface Added: Sounds for lock/unlock doors action Added: Sounds for combination locks Added: Sound animation events for heavy hit animations Added: New set of sounds for male infected Added: Sounds for hot and freezing character animation Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest) Added: Sounds for pick up and drop action for various items Added: Position dispersion when infected cannot see the target, but can hear it Added: Muzzle flash effect for Mosin compensator Added: Tutorial: Inventory screen Added: Logout timer: Disable quick logout FIXED Fixed: Server crash caused by in-game actions Fixed: Server/client errors upon loading weapon Fixed: Client error when equipping bandana Fixed: Server error when manipulating vehicles parts Fixed: Client error when manipulating barrel Fixed: Client error when manipulating radios Fixed: Client error when manipulating dead infected Fixed: Client error when removing wooden logs from fence or watchtower Fixed: Client error when disconnecting near a radio control panel Fixed: Client error when removing rag from the mouth Fixed: Client error when attaching combination locks Fixed: Client error when committing suicide with weapon Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, ) Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts) Fixed: Blending of textures on Skybox (previously causing sudden flashes) Fixed: Weak dynamic lights during dusk and dawn Fixed: Items can be picked up through walls (T137847) Fixed: Texture artefacts on the crosshair Fixed: Player can skip vomiting by staying crouched Fixed: Player can skip vomiting by jumping Fixed: Salute gesture keeps items in hand Fixed: BK-133 does not change textures according to damage states Fixed: FPS drop when dismantling/destroying base building parts Fixed: Barbed wire attached to fence will now move properly when opening gate Fixed: Player does not get proper damage while standing in flames Fixed: Driving over a character with a vehicle does not inflict damage Fixed: Some gestures with weapons make arms twitch Fixed: Infected do not inflict any damage to animals Fixed: Player becomes deformed for others while sitting in a car Fixed: Windows cannot be destroyed for some of the vehicles Fixed: Projectile impacts do not alert infected Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679) Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205) Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639) Fixed: Item size changes visually for wielded item when logging off (T136822) Fixed: Attacking infected clip through the player (T137370) Fixed: Hunting scope allows looking through walls (T137033) Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200) Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent Fixed: Weapons cannot be reloaded while lying on the back Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102) Fixed: AIs might get stuck mid-air after being killed by vehicle Fixed: Enduro helmet attachments are out of place in inventory Fixed: Fitting of localized item names in tool-tips and headers Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart Fixed: Server crash upon respawn Fixed: FX-45 was not functional Fixed: Getting shot underwater put the character into falling animation Fixed: The first gunshot caused FPS drop Fixed: Server VMEs related to the in-game map Fixed: Character noise indicator not being present Fixed: Character noise indicator not showing appropriate values Fixed: Collisions of base building objects remaining after their parts have been detached Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders Fixed: When opening doors for the first time, the whole building model can move slightly Fixed: Client error connected to player presence indicator Fixed: A client-side crash connected to the base building feature Fixed: Fence gate cannot be opened after server restart Fixed: Fence can be walked through after server restart Fixed: Client error tied to base building Fixed: Ruined tires now affect vehicle behaviour Fixed: Fire geometry for offshore worker infected type Fixed: Invisible dynamic events and custom objects Fixed: Adjusted MRDS post-process on FX to make it more usable Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass) Fixed: Stacks of .308 Ammo spawning with 0 quantity Fixed: The player now dies properly from hypothermia, preventing client errors and other issues Fixed: Only one player in a VoN conversation can hear the others Fixed: Vehicle radiator cannot be refilled until the car has been started Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not Fixed: Client error connected to using a water bottle on a fireplace Fixed: Leaving ADS on weapon actions Fixed: Server Browser: Crash during network cable disconnect Fixed: Inventory: Equipping from vicinity can be done using both Y and B Fixed: Basebuilding: Player can move fences, gates and watchtowers using inventory Fixed: Radial Menu: Player cannot equip and hide item without leaving Quickbar slot Fixed: Controls: Remove iron sights on left trigger tap Fixed: Controls: Remove iron sights on left bumper double tap while holding left trigger Fixed: Radial Menu: Selecting main category in gestures menu doesn't bring you to presumed subcategory Fixed: Controls: Character performs barrel rolls while moving in inventory in prone Fixed: Inventory: Can't equip items from vicinity Fixed: Inventory: Hands: Missing capacity info for containers Fixed: Inventory: Tooltips are missing in zombies inventory Fixed: Inventory: Split action(Y) is missing toolbar info Fixed: Inventory: FPS drops when opening inventory in vicinity w/ multiple other items Fixed: Inventory: Closing container breaks scrolling Fixed: Inventory: 1st container stays highlighted Fixed: Inventory: 1st container header not shown when scrolling upwards Fixed: Radial Menu: Radial menu doesn't work with sensitivities toned down to bare minimum Fixed: Radial Menu: It's possible to use quickslot menu in car Fixed: Server Browser: Server scrolling freezes after refresh of servers Fixed: Server Browser: Favorite server is not saved after restarting the game Fixed: Controls: Player can`t switch between user actions in car Fixed: Menu: Respawn button gets skipped after dying Fixed: Menu: Game Displaying Wrong Copyright Year Fixed: Menu: Warning message that your character will die after pressing respawn button pops up when player is dead already Fixed: Items: Rangefinder/binoculars not usable Fixed: The title crashes to Xbox Home at various points during gameplay Fixed: The title enters an indefinite unresponsive state when using the Hold to talk feature during gameplay Fixed: Title crashes after suspending while in the Main menu or during the gameplay Fixed: Controller reconnect msg: Do not show during loading TWEAKED Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. Changed: Improved the impact of dynamic lights on surfaces (including the roads) Tweaked: Minor tweaks to the global light config Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights Tweaked: Inventory blur intensity is now at half of the previous value Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged' Tweaked: Damage system for ADA 4x4 Tweaked: Central economy (minor adjustments) Changed: Item view bounding box enlargement when attachments are added Changed: Improved behaviour of all light sources (fade in / fade out effects and more) Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark Tweaked: Slightly darkened breath vapour particle to avoid glowing at night Changed: Improved behaviour of smoking chambers on all guns (smoke escapes only while the chamber is open) Tweaked: Decreased intensity of all light sources during daytime Changed: Reflector surface of all light sources now shines properly Tweaked: Chemlight illumination radius increased Changed: Torch is now always transformed to stick when its rags are removed from it Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical) Changed: Significantly improved quality of vehicle smoke particles during high speed Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation) Optimized: Size of entity create network messages Tweaked: In-game map behaviour Changed: All particles are now preloaded during the game's initial loading Changed: 'FullAuto' fire mode set as default mode on all relevant weapons Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night Tweaked: Blood and health regeneration slowed by roughly 1/3rd Tweaked: Water and energy metabolism slowed down by approximately 1/5th Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high Tweaked: Chemlight illumination range lowered to 7.5 m Changed: Updated tourist trail map model and textures Changed: Lowered the Infected alertness caused by projectile impacts nearby Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first) Changed: Amount of blood loss from haemolytic reaction raised Changed: Lowered the illumination range of chemlight and the light around character at night Tweaked: Lowered chance of jamming for pistols Tweaked: Inventory: Button tooltips when switching between containers and places Tweaked: Server Browser: Disable controls during connect Tweaked: Other visual and functional improvements for Inventory and Radial Menu
  8. Baty Alquawen

    Xbox Update 1.02

    Hello Survivors! The long awaited update is out now! 1.02 brings a stylish and super-fast Olga 24 sedan and you can also find two new .308 caliber weapons on Chernarus. The design team added a HUD noise indicator, so now you always know how loud your actions are to the infected. For the night owls among you, there are also some good changes to night lighting! New vehicle - Olga 24 Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads. New Firearms LAR The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets. M70 Tundra The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition. New & improved weapon attachments Usable backup iron sight of the ATOG Compensator for the Mosin 91/30 Mini Sight (small red dot) RVN sight Individual zeroing of iron sight and telescopic sight for compatible items Clothing Holster and pouch for the plate carrier vest Assault vest and its butt-pack Other Possibility to kill an infected in melee hit (e.g. with an axe), from the back Changes to night lighting New Noise indicator to encourage stealthy gameplay NOTES In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. Patchnotes KNOWN ISSUES This update is not addressing the issue with some player characters not being saved properly. This is currently still being investigated by our teams. Players affected by this issue will experience character inventory rollbacks - these rollbacks are a preventative measure that we introduced to prevent your characters from being deleted completely, or locked from playing. FPS drops in bigger towns. Individual melee hit registration issues against infected. Going unconscious with an open map can cause freezes. Combination locks from the 1.01 patch can cause issues. Player is not able to move to the right in vicinity (2nd+ line) Crash After Suspending Title And Switching Accounts Favourited and Previously played filters in Server browser aren't working. Game freezes when holding large item (barrel, generator) and making shrug or surrender gesture Release Candidate Item Description Remains On Screen Zeroing down and VOIP are using the same input - down arrow D-pad. Combining items in Quickslot isn't working. Basebuilding - Character Picks Up Wrong Item Basebuilding - Unable To See Built Lower Frame Until Respawn Unable to unzoom a hunting scope once zoomed 1PN51 Scope day night mode inverted Player is walking and scrolling simultaneously Servers sorting by Full-Empty doesn't work Having a container with items in it in hands and escaping using RT/LT creates oddities afterward. ADDED Added: OLGA 24 with attachments Added: LAR with attachments Added: M70 Tundra Added: .308 WIN ammunition Added: Assault vest Added: Utility buttpack Added: Plate carrier holster and pouches Added: Mini red dot and RVN sights Added: Mini red dot sights now compatible with CR-75 and BK-133 as well Added: Functional back iron sights on ATOG optics Added: Precise weapon lifting by weapon length Added: HUD noise indicator Added: Ability to one hit kill infected from behind with selected items Added: Particle effects visible on the inventory player character Added: Inventory character has items in hands Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source) Added: Mosin 91/30 compensator Added: Independent firearm zeroing for iron sights and scopes Added: Hand cramp for brain disease Added: Injury animation is visible in inventory view Added: Footsteps sounds for movement inside tents Added: Footsteps scuff sounds for grass surface Added: Sounds for lock/unlock doors action Added: Sounds for combination locks Added: Sound animation events for heavy hit animations Added: New set of sounds for male infected Added: Sounds for hot and freezing character animation Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest) Added: Sounds for pick up and drop action for various items Added: Position dispersion when infected cannot see the target, but can hear it Added: Muzzle flash effect for Mosin compensator Added: Tutorial: Inventory screen Added: Logout timer: Disable quick logout FIXED Fixed: Server crash caused by in-game actions Fixed: Server/client errors upon loading weapon Fixed: Client error when equipping bandana Fixed: Server error when manipulating vehicles parts Fixed: Client error when manipulating barrel Fixed: Client error when manipulating radios Fixed: Client error when manipulating dead infected Fixed: Client error when removing wooden logs from fence or watchtower Fixed: Client error when disconnecting near a radio control panel Fixed: Client error when removing rag from the mouth Fixed: Client error when attaching combination locks Fixed: Client error when committing suicide with weapon Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, ) Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts) Fixed: Blending of textures on Skybox (previously causing sudden flashes) Fixed: Weak dynamic lights during dusk and dawn Fixed: Items can be picked up through walls (T137847) Fixed: Texture artefacts on the crosshair Fixed: Player can skip vomiting by staying crouched Fixed: Player can skip vomiting by jumping Fixed: Salute gesture keeps items in hand Fixed: BK-133 does not change textures according to damage states Fixed: FPS drop when dismantling/destroying base building parts Fixed: Barbed wire attached to fence will now move properly when opening gate Fixed: Player does not get proper damage while standing in flames Fixed: Driving over a character with a vehicle does not inflict damage Fixed: Some gestures with weapons make arms twitch Fixed: Infected do not inflict any damage to animals Fixed: Player becomes deformed for others while sitting in a car Fixed: Windows cannot be destroyed for some of the vehicles Fixed: Projectile impacts do not alert infected Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679) Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205) Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639) Fixed: Item size changes visually for wielded item when logging off (T136822) Fixed: Attacking infected clip through the player (T137370) Fixed: Hunting scope allows looking through walls (T137033) Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200) Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent Fixed: Weapons cannot be reloaded while lying on the back Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102) Fixed: AIs might get stuck mid-air after being killed by vehicle Fixed: Enduro helmet attachments are out of place in inventory Fixed: Fitting of localized item names in tool-tips and headers Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart Fixed: Server crash upon respawn Fixed: FX-45 was not functional Fixed: Getting shot underwater put the character into falling animation Fixed: The first gunshot caused FPS drop Fixed: Server VMEs related to the in-game map Fixed: Character noise indicator not being present Fixed: Character noise indicator not showing appropriate values Fixed: Collisions of base building objects remaining after their parts have been detached Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders Fixed: When opening doors for the first time, the whole building model can move slightly Fixed: Client error connected to player presence indicator Fixed: A client-side crash connected to the base building feature Fixed: Fence gate cannot be opened after server restart Fixed: Fence can be walked through after server restart Fixed: Client error tied to base building Fixed: Ruined tires now affect vehicle behaviour Fixed: Fire geometry for offshore worker infected type Fixed: Invisible dynamic events and custom objects Fixed: Adjusted MRDS post-process on FX to make it more usable Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass) Fixed: Stacks of .308 Ammo spawning with 0 quantity Fixed: The player now dies properly from hypothermia, preventing client errors and other issues Fixed: Only one player in a VoN conversation can hear the others Fixed: Vehicle radiator cannot be refilled until the car has been started Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not Fixed: Client error connected to using a water bottle on a fireplace Fixed: Leaving ADS on weapon actions Fixed: Server Browser: Crash during network cable disconnect Fixed: Inventory: Equipping from vicinity can be done using both Y and B Fixed: Basebuilding: Player can move fences, gates and watchtowers using inventory Fixed: Radial Menu: Player cannot equip and hide item without leaving Quickbar slot Fixed: Controls: Remove iron sights on left trigger tap Fixed: Controls: Remove iron sights on left bumper double tap while holding left trigger Fixed: Radial Menu: Selecting main category in gestures menu doesn't bring you to presumed subcategory Fixed: Controls: Character performs barrel rolls while moving in inventory in prone Fixed: Inventory: Can't equip items from vicinity Fixed: Inventory: Hands: Missing capacity info for containers Fixed: Inventory: Tooltips are missing in zombies inventory Fixed: Inventory: Split action(Y) is missing toolbar info Fixed: Inventory: FPS drops when opening inventory in vicinity w/ multiple other items Fixed: Inventory: Closing container breaks scrolling Fixed: Inventory: 1st container stays highlighted Fixed: Inventory: 1st container header not shown when scrolling upwards Fixed: Radial Menu: Radial menu doesn't work with sensitivities toned down to bare minimum Fixed: Radial Menu: It's possible to use quickslot menu in car Fixed: Server Browser: Server scrolling freezes after refresh of servers Fixed: Server Browser: Favorite server is not saved after restarting the game Fixed: Controls: Player can`t switch between user actions in car Fixed: Menu: Respawn button gets skipped after dying Fixed: Menu: Game Displaying Wrong Copyright Year Fixed: Menu: Warning message that your character will die after pressing respawn button pops up when player is dead already Fixed: Items: Rangefinder/binoculars not usable Fixed: The title crashes to Xbox Home at various points during gameplay Fixed: The title enters an indefinite unresponsive state when using the Hold to talk feature during gameplay Fixed: Title crashes after suspending while in the Main menu or during the gameplay Fixed: Controller reconnect msg: Do not show during loading TWEAKED Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. Changed: Improved the impact of dynamic lights on surfaces (including the roads) Tweaked: Minor tweaks to the global light config Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights Tweaked: Inventory blur intensity is now at half of the previous value Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged' Tweaked: Damage system for ADA 4x4 Tweaked: Central economy (minor adjustments) Changed: Item view bounding box enlargement when attachments are added Changed: Improved behaviour of all light sources (fade in / fade out effects and more) Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark Tweaked: Slightly darkened breath vapour particle to avoid glowing at night Changed: Improved behaviour of smoking chambers on all guns (smoke escapes only while the chamber is open) Tweaked: Decreased intensity of all light sources during daytime Changed: Reflector surface of all light sources now shines properly Tweaked: Chemlight illumination radius increased Changed: Torch is now always transformed to stick when its rags are removed from it Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical) Changed: Significantly improved quality of vehicle smoke particles during high speed Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation) Optimized: Size of entity create network messages Tweaked: In-game map behaviour Changed: All particles are now preloaded during the game's initial loading Changed: 'FullAuto' fire mode set as default mode on all relevant weapons Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night Tweaked: Blood and health regeneration slowed by roughly 1/3rd Tweaked: Water and energy metabolism slowed down by approximately 1/5th Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high Tweaked: Chemlight illumination range lowered to 7.5 m Changed: Updated tourist trail map model and textures Changed: Lowered the Infected alertness caused by projectile impacts nearby Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first) Changed: Amount of blood loss from haemolytic reaction raised Changed: Lowered the illumination range of chemlight and the light around character at night Tweaked: Lowered chance of jamming for pistols Tweaked: Inventory: Button tooltips when switching between containers and places Tweaked: Server Browser: Disable controls during connect Tweaked: Other visual and functional improvements for Inventory and Radial Menu
  9. Sid Debian

    Wiping all current vehicles.

    I guess you need create a script which will fetch all vehicles array on map and set dmg. I guess there's a way to get array of vehicles.
  10. pilgrim*

    Wiping all current vehicles.

    yes that <active>0</active> is pointed out in the second link I gave above. ( [steamcommunity] where the server owner couldn't spawn cars because he'd set their spawn to zero ) But @tandwan was happy with the @Sy8282 solution, so I left it there. xml are generally easier/safer to mess with Myself, (just out of my own interest) I was thinking along lines to to make vehicles go away without restarting the server at all ?
  11. Sy8282

    Wiping all current vehicles.

    vehicles.bin and rar are inside the data folder of storage_1 in your mission folder delete them and restart bingobango fresh cars
  12. pilgrim*

    Wiping all current vehicles.

    sorry @tandwan I don't have an answer to that, I don't have files with me and I have also never looked at vehicles. (I'm not a fan of vehicles.. ) However, another suggestion, that might be easier - if you give each vehicle a location on the debug plain - meaning change it's current location coordinates to some place you choose outside the play map (what the hell, put them all in the same place) - then any vehicles located there will despawn quickly - like any object left on the debug plain - and then respawn in a random location inside the play map. So - can you locate your current in-game vehicle coordinates ? I will see if I can find where the vehicle coordinates are , or the vehicle state. Can't promise anything : all I'm doing now is asking around at places like github.com If @ImpulZ had the time I guess he could point you right to it. Or another Modder will pick up on this thread ??. Seems to me a useful thing to know. this might give you a lead: https://www.reddit.com/r/dayz/comments/9yujci/any_way_to_adjust_vehicle_spawn_rates_on_a/ & https://steamcommunity.com/app/221100/discussions/0/1752358461528882898/
  13. Influence_X

    Some great reading to pass the time.

    Then you would essentially have a mod port with more content, vehicles with shitty physics, and way more hackers.
  14. pilgrim*

    Wiping all current vehicles.

    I think if you set the status of the vehicles to wrecked they will despawn as soon as no one is around them [ /disabled/ruined/ = ?? = sorry I don't know the script term for a destroyed car ]
  15. tandwan

    Wiping all current vehicles.

    So we currently used the information found on the web to reset all the vehicle spawns to have them out of the ground. I implemented this with not too much hassle but I am looking for a way to wipe ALL current vehicles from the map so they can respawn. Is this possible or so I have to completely wipe persistence to make it happen?
  16. Evilsausage

    Why i would prefer bikes over cars

    Eve online tested a new technology with 14 thousand ships in a battle. Six thousand where players. Besides that there where 100.000s of thousands of rockets. Its a server technology that can scale no matter what server load. Aether Engine, which is basically used intigrated with whatever game engine. Just think of the possibilites in a game like DayZ....you could have hoards of Zombies, vehicles that actually work etc... Now I doubt DayZ would ever afford this. But one can always dream.
  17. Dillwhop

    Vehicle lag and rubber banding

    @pilgrim* I upgraded my servers ram from 8gb to 12gb and it made no difference. vehicles keep lagging (going from like 10mph to 100mph suddenly) with 50 players on. ram usage is currently sitting at 6.7gb and cpu usage is at 30-40% of 8 cores. Im kinda leaning towards mods causing the issues at this point but im not sure anymore.
  18. Dillwhop

    Vehicle lag and rubber banding

    It seems that when ever my server population gets above 40 players vehicles lag extremely bad. They are basically un drveable. but once the server pop goes back down they are fine. My server is modded. Im running it from a vps but with only 8gb of ram. it never goes above 7gb of usage and cpu usage is never above 20%. Is the server being throttled by the ram or is this just a dayz issue? Thanks!
  19. TheSzepy

    Why i would prefer bikes over cars

    + dont forgot the serverside simulation of vehicles lol... one little lag and rip
  20. Private Evans

    Why is it so difficult to drive?

    As stated in Arma3 devblogs and interviews a large part of the Arma team is now working on the enfusion engine ( the rest seems to work and support Vigor instead of DayZ). They further said that we will not see a new Arma title in the new future because of the new tech that will be used in all BI future games ( Enfusion) does not meet their standarts by now !! This engine is simply far away from being finished and even more far away from being next gen in this current state. This goes for vehicles, interior lighting, view distance, weather systems, ragdoll even map creating ... it will still take years not months to get everything on par with the current used next gen engines used in other games....and DayZ being the proving ground
  21. NTX_Nitrix

    zombies no longer spawn

    You can look at this file economy.xml <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="0" respawn="1" save="0"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <----------- <vehicles init="1" load="0" respawn="1" save="0"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="0" load="0" respawn="0" save="0"/> <player init="1" load="0" respawn="0" save="0"/> </economy>
  22. -Gews-

    Why is it so difficult to drive?

    Automobiles first introduced to DayZ in 2014, still flying into the sky and suffering undriveable lag or desync in 2019. For some reason I didn't have any unreasonable problems in ARMA 3 even sliding my pickup through cities at up to 150, 200 km/h or however fast it goes on the high-pop KOTH servers. But DayZ SA the vehicles seem almost unfixable? (Of course sometimes ARMA 3 has its small issues too)
  23. Man Parts 241

    BI, wipe the game when you fix duping.

    Stashes, barrels, vehicles, and characters need to go. I'm fine with them saving bases tho. Bars
  24. TheSzepy

    Sorry to sound like a broken record..

    by looking into gamefiles how the whole loot economy works, lets use again fal for example - <type name="FAL"> <nominal>4</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>1</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="1" count_in_hoarder="1" count_in_map="1" count_in_player="1" crafted="0" deloot="1"/> <category name="weapons"/> <usage name="Military"/> <value name="Tier4"/> </type> nominal- same as max if max is not used, otherwise used as a "nominal" lifetime - how long it takes to despawn if it lies on ground(spawned, dropped by someone etc), if not ruined restock - how long after one "dissapears"(despawns as ruined, or picked up by player depending on what flags are used) is the new one spawned min-minimum number of items on whole map quant min and max - used for ammo, aka how much ammo can spawn in one pile cost - not sure about this, probably some prioritizer for loot spawner, but maybe it does nothing now flags - - count_in_cargo="1" - if 1, FAL wont spawn if there are already 4 fals stashed in tents, vehicles etc. - count_in_hoarder="1" - not entirely sure by this one, should be for zeds or player - count_in_map="1" - basicly uses the min nominal and max values, if you set this to zero you will have fals everywhere where is the place for tier 4 military items - count_in_player="1" - if there are four fals used by players(in hands, backpack) the new one will not spawn - crafted="0" - this item cannot be crafted - deloot ="1" - i´m 95% sure that this means that the limit of four fals per server applies even to dynamic events(DELOOT- Dynamic Event Loot) like helicrashes, so if there are already 4 fals spawned on the map it cant spawn fifth one (if your max is 4) as a helicrash loot category, usage, value - this three values sets where the item can spawn not entirely sure what do you mean by this, but again, use fal as example, if you have server online for 1 year(24/7 nonstop), and four players with fals(again, online for whole year nonstop), the new fal wont spawn for the whole year can be random, can be intentional from server owners, can just be looted at still not respawned i will have to check this more, but the police stations are know for their lack of loot in no way, types is just a "limiter" for loot spawner, it says where, what and how much items should exist, there is no difference between 10 and 60 players online, except that with 60 players online there should be less items respawned(because nearly everybody is running with the high tier military loot etc), until all players disconnects i will use my case which happened few weeks ago for me - dayz is saving loot from whole map into binary blobs(kinda stupid, but this is for another discussion), lets say there are fifteen files used for loot - when you restart the server, one of them failes to load, in my case this file was used for saving loot in pavlovo military base(+somewhere else, but i´m not sure where), so when i went there after restart and i found 15 from 20 allowed MP5s there yes and no, i hope my previous text will give you an answer to this
  25. We have fixed vehicle despawning, now vehicles stays for 40 days as where they are and after that they will despawn, (40days starts when vehicle stops or are not interacted) this include Olga and ada 4x4
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